Files
UnrealEngineUWP/Engine/Source/Editor/GameProjectGeneration/Private/SNewClassDialog.h
2015-03-12 10:06:48 -04:00

254 lines
9.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
struct FParentClassItem;
class IClassViewerFilter;
enum class EClassDomain : uint8 { Blueprint, Native };
/**
* A dialog to choose a new class parent and name
*/
class SNewClassDialog : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS( SNewClassDialog )
: _ClassDomain(EClassDomain::Native), _Class(NULL)
{}
/** The domain of the class we are to create (native or blueprint) */
SLATE_ARGUMENT(EClassDomain, ClassDomain)
/** An array of classes to feature on the class picker page */
SLATE_ARGUMENT(TArray<FNewClassInfo>, FeaturedClasses)
/** Filter specifying allowable class types, if a parent class is to be chosen by the user */
SLATE_ARGUMENT(TSharedPtr<IClassViewerFilter>, ClassViewerFilter)
/** The class we want to build our new class from. If this is not specified then the wizard will display classes to the user. */
SLATE_ARGUMENT(const UClass*, Class)
/** The initial path to use as the destination for the new class. If this is not specified, we will work out a suitable default from the available project modules */
SLATE_ARGUMENT(FString, InitialPath)
/** The prefix to put on new classes by default, if the user doesn't type in a new name. Defaults to 'My'. */
SLATE_ARGUMENT(FString, DefaultClassPrefix)
/** If non-empty, overrides the default name of the class, when the user doesn't type a new name. Defaults to empty, which causes the
name to be the inherited class name. Note that DefaultClassPrefix is still prepended to this name, if non-empty. */
SLATE_ARGUMENT(FString, DefaultClassName)
/** Event called when code is successfully added to the project */
SLATE_EVENT( FOnAddedToProject, OnAddedToProject )
SLATE_END_ARGS()
/** Constructs this widget with InArgs */
void Construct( const FArguments& InArgs );
virtual void Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) override;
private:
/** Creates a row in the parent class list */
TSharedRef<ITableRow> MakeParentClassListViewWidget(TSharedPtr<FParentClassItem> ParentClassItem, const TSharedRef<STableViewBase>& OwnerTable);
/** Gets the currently selected parent class name */
FText GetSelectedParentClassName() const;
/** Gets the currently selected parent class's filename */
FText GetSelectedParentClassFilename() const;
/** Whether the hyper link to go to source should be visible */
EVisibility GetSourceHyperlinkVisibility() const;
/** Gets the currently select parent class's doc link */
FString GetSelectedParentDocLink() const;
/** Whether the document link anchor should be visible */
EVisibility GetDocLinkVisibility() const;
/** Handler for when the seleted parent class's filename is clicked */
void OnEditCodeClicked();
/** Handler for when a parent class item is double clicked */
void OnParentClassItemDoubleClicked( TSharedPtr<FParentClassItem> TemplateItem );
/** Handler for when a class is selected in the parent class list */
void OnClassSelected(TSharedPtr<FParentClassItem> Item, ESelectInfo::Type SelectInfo);
/** Handler for when a class was picked in the full class tree */
void OnAdvancedClassSelected(UClass* Class);
/** Gets the check box state for the full class list */
ECheckBoxState IsFullClassTreeChecked() const;
/** Gets the check box state for the full class list */
void OnFullClassTreeChanged(ECheckBoxState NewCheckedState);
/** Gets the visibility of the basic class list */
EVisibility GetBasicParentClassVisibility() const;
/** Gets the visibility of the full class list */
EVisibility GetAdvancedParentClassVisibility() const;
/** Gets the visibility of the name error label */
EVisibility GetNameErrorLabelVisibility() const;
/** Gets the text to display in the name error label */
FText GetNameErrorLabelText() const;
/** Gets the visibility of the global error label */
EVisibility GetGlobalErrorLabelVisibility() const;
/** Gets the text to display in the global error label */
FText GetGlobalErrorLabelText() const;
/** Handler for when the user enters the "name class" page */
void OnNamePageEntered();
/** Returns the title text for the "name class" page */
FText GetNameClassTitle() const;
/** Returns the text in the class name edit box */
FText OnGetClassNameText() const;
/** Handler for when the text in the class name edit box has changed */
void OnClassNameTextChanged(const FText& NewText);
/** Returns the text in the class path edit box */
FText OnGetClassPathText() const;
/** Handler for when the text in the class path edit box has changed */
void OnClassPathTextChanged(const FText& NewText);
/** Called when the user chooses a path for a blueprint */
void OnBlueprintPathSelected(const FString& NewPath);
/** Returns the text for the calculated header file name */
FText OnGetClassHeaderFileText() const;
/** Returns the text for the calculated source file name */
FText OnGetClassSourceFileText() const;
/** Handler for when cancel is clicked */
void CancelClicked();
/** Returns true if Finish is allowed */
bool CanFinish() const;
/** Handler for when finish is clicked */
void FinishClicked();
/** Handler for when the "Choose Folder" button is clicked */
FReply HandleChooseFolderButtonClicked( );
/** Get the combo box text for the currently selected module */
FText GetSelectedModuleComboText() const;
/** Called when the currently selected module is changed */
void SelectedModuleComboBoxSelectionChanged(TSharedPtr<FModuleContextInfo> Value, ESelectInfo::Type SelectInfo);
/** Create the widget to use as the combo box entry for the given module info */
TSharedRef<SWidget> MakeWidgetForSelectedModuleCombo(TSharedPtr<FModuleContextInfo> Value);
private:
/** Get the text color to use for the given class location checkbox */
FSlateColor GetClassLocationTextColor(GameProjectUtils::EClassLocation InLocation) const;
/** Checks to see if the given class location is active based on the current value of NewClassPath */
ECheckBoxState IsClassLocationActive(GameProjectUtils::EClassLocation InLocation) const;
/** Update the value of NewClassPath so that it uses the given class location */
void OnClassLocationChanged(ECheckBoxState InCheckedState, GameProjectUtils::EClassLocation InLocation);
/** Checks the current class name/path for validity and updates cached values accordingly */
void UpdateInputValidity();
/** Gets the currently selected parent class */
const FNewClassInfo& GetSelectedParentClassInfo() const;
/** Adds parent classes to the ParentClassListView source */
void SetupParentClassItems(const TArray<FNewClassInfo>& UserSpecifiedFeaturedClasses);
/** Closes the window that contains this widget */
void CloseContainingWindow();
private:
/** The wizard widget */
TSharedPtr<SWizard> MainWizard;
/** ParentClass items */
TSharedPtr< SListView< TSharedPtr<FParentClassItem> > > ParentClassListView;
TArray< TSharedPtr<FParentClassItem> > ParentClassItemsSource;
/** A pointer to a class viewer **/
TSharedPtr<class SClassViewer> ClassViewer;
/** The prefix to put on new classes by default, if the user doesn't type in a new name. Defaults to 'My'. */
FString DefaultClassPrefix;
/** If non-empty, overrides the default name of the class, when the user doesn't type a new name. Defaults to empty, which causes the
name to be the inherited class name. Note that DefaultClassPrefix is still prepended to this name, if non-empty. */
FString DefaultClassName;
/** The editable text box to enter the current name */
TSharedPtr<SEditableTextBox> ClassNameEditBox;
/** The available modules combo box */
TSharedPtr<SComboBox<TSharedPtr<FModuleContextInfo>>> AvailableModulesCombo;
/** The name of the class being created */
FString NewClassName;
/** The path to place the files for the class being generated */
FString NewClassPath;
/** The calculated name of the generated header file for this class */
FString CalculatedClassHeaderName;
/** The calculated name of the generated source file for this class */
FString CalculatedClassSourceName;
/** The name of the last class that was auto-generated by this wizard */
FString LastAutoGeneratedClassName;
/** The selected parent class */
FNewClassInfo ParentClassInfo;
/** If true, the full class tree will be shown in the parent class selection */
bool bShowFullClassTree;
/** The last time that the class name/path was checked for validity. This is used to throttle I/O requests to a reasonable frequency */
double LastPeriodicValidityCheckTime;
/** The frequency in seconds for validity checks while the dialog is idle. Changes to the name/path immediately update the validity. */
double PeriodicValidityCheckFrequency;
/** Periodic checks for validity will not occur while this flag is true. Used to prevent a frame of "this project already exists" while exiting after a successful creation. */
bool bPreventPeriodicValidityChecksUntilNextChange;
/** The error text from the last validity check */
FText LastInputValidityErrorText;
/** True if the last validity check returned that the class name/path is valid for creation */
bool bLastInputValidityCheckSuccessful;
/** Whether the class should be created as a Public or Private class */
GameProjectUtils::EClassLocation ClassLocation;
/** The domain of the new class we are creating (native or blueprint) */
EClassDomain ClassDomain;
/** Information about the currently available modules for this project */
TArray<TSharedPtr<FModuleContextInfo>> AvailableModules;
/** Information about the currently selected module; used for class validation */
TSharedPtr<FModuleContextInfo> SelectedModuleInfo;
/** Event called when code is succesfully added to the project */
FOnAddedToProject OnAddedToProject;
};